/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_main.c -- server main program #include "quakedef.h" server_t sv; server_static_t svs; char localmodels[MAX_MODELS][5]; // inline model names for precache //============================================================================ /* =============== SV_Init =============== */ void SV_Init (void) { int i; extern cvar_t sv_maxvelocity; extern cvar_t sv_gravity; extern cvar_t sv_nostep; extern cvar_t sv_friction; extern cvar_t sv_edgefriction; extern cvar_t sv_stopspeed; extern cvar_t sv_maxspeed; extern cvar_t sv_accelerate; extern cvar_t sv_idealpitchscale; extern cvar_t sv_aim; extern cvar_t sv_predict; Cvar_RegisterVariable (&sv_maxvelocity); Cvar_RegisterVariable (&sv_gravity); Cvar_RegisterVariable (&sv_friction); Cvar_RegisterVariable (&sv_edgefriction); Cvar_RegisterVariable (&sv_stopspeed); Cvar_RegisterVariable (&sv_maxspeed); Cvar_RegisterVariable (&sv_accelerate); Cvar_RegisterVariable (&sv_idealpitchscale); Cvar_RegisterVariable (&sv_aim); Cvar_RegisterVariable (&sv_nostep); Cvar_RegisterVariable (&sv_predict); for (i=0 ; i MAX_DATAGRAM-16) return; MSG_WriteByte (&sv.datagram, svc_particle); MSG_WriteCoord (&sv.datagram, org[0]); MSG_WriteCoord (&sv.datagram, org[1]); MSG_WriteCoord (&sv.datagram, org[2]); for (i=0 ; i<3 ; i++) { v = dir[i]*16; if (v > 127) v = 127; else if (v < -128) v = -128; MSG_WriteChar (&sv.datagram, v); } MSG_WriteByte (&sv.datagram, count); MSG_WriteByte (&sv.datagram, color); } /* ================== SV_StartSound Each entity can have eight independant sound sources, like voice, weapon, feet, etc. Channel 0 is an auto-allocate channel, the others override anything allready running on that entity/channel pair. An attenuation of 0 will play full volume everywhere in the level. Larger attenuations will drop off. (max 4 attenuation) ================== */ void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation) { int sound_num; int field_mask; int i; int ent; if (volume < 0 || volume > 255) Host_Error ("SV_StartSound: volume = %i", volume); if (attenuation < 0 || attenuation > 4) Host_Error ("SV_StartSound: attenuation = %f", attenuation); if (channel < 0 || channel > 7) Host_Error ("SV_StartSound: channel = %i", channel); if (sv.datagram.cursize > MAX_DATAGRAM-16) return; // find precache number for sound for (sound_num=1 ; sound_numv.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i])); } /* ============================================================================== CLIENT SPAWNING ============================================================================== */ /* ================ SV_SendServerinfo Sends the first message from the server to a connected client. This will be sent on the initial connection and upon each server load. ================ */ void SV_SendServerinfo (client_t *client) { char **s; char message[2048]; MSG_WriteByte (&client->message, svc_print); sprintf (message, "%c\nDARKPLACES VERSION %4.2f BUILD %i SERVER (%i CRC)", 2, VERSION, buildnumber, pr_crc); MSG_WriteString (&client->message,message); MSG_WriteByte (&client->message, svc_serverinfo); MSG_WriteLong (&client->message, PROTOCOL_VERSION); MSG_WriteByte (&client->message, svs.maxclients); if (!coop.value && deathmatch.value) MSG_WriteByte (&client->message, GAME_DEATHMATCH); else MSG_WriteByte (&client->message, GAME_COOP); sprintf (message, pr_strings+sv.edicts->v.message); MSG_WriteString (&client->message,message); for (s = sv.model_precache+1 ; *s ; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); for (s = sv.sound_precache+1 ; *s ; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); // send music MSG_WriteByte (&client->message, svc_cdtrack); MSG_WriteByte (&client->message, sv.edicts->v.sounds); MSG_WriteByte (&client->message, sv.edicts->v.sounds); // set view MSG_WriteByte (&client->message, svc_setview); MSG_WriteShort (&client->message, NUM_FOR_EDICT(client->edict)); MSG_WriteByte (&client->message, svc_signonnum); MSG_WriteByte (&client->message, 1); client->sendsignon = true; client->spawned = false; // need prespawn, spawn, etc } /* ================ SV_ConnectClient Initializes a client_t for a new net connection. This will only be called once for a player each game, not once for each level change. ================ */ void SV_ConnectClient (int clientnum) { edict_t *ent; client_t *client; int edictnum; struct qsocket_s *netconnection; int i; float spawn_parms[NUM_SPAWN_PARMS]; client = svs.clients + clientnum; Con_DPrintf ("Client %s connected\n", client->netconnection->address); edictnum = clientnum+1; ent = EDICT_NUM(edictnum); // set up the client_t netconnection = client->netconnection; if (sv.loadgame) memcpy (spawn_parms, client->spawn_parms, sizeof(spawn_parms)); memset (client, 0, sizeof(*client)); client->netconnection = netconnection; strcpy (client->name, "unconnected"); client->active = true; client->spawned = false; client->edict = ent; client->message.data = client->msgbuf; client->message.maxsize = sizeof(client->msgbuf); client->message.allowoverflow = true; // we can catch it if (sv.loadgame) memcpy (client->spawn_parms, spawn_parms, sizeof(spawn_parms)); else { // call the progs to get default spawn parms for the new client PR_ExecuteProgram (pr_global_struct->SetNewParms, "QC function SetNewParms is missing"); for (i=0 ; ispawn_parms[i] = (&pr_global_struct->parm1)[i]; } SV_SendServerinfo (client); } /* =================== SV_CheckForNewClients =================== */ void SV_CheckForNewClients (void) { struct qsocket_s *ret; int i; // // check for new connections // while (1) { ret = NET_CheckNewConnections (); if (!ret) break; // // init a new client structure // for (i=0 ; icontents < 0) { if (node->contents != CONTENTS_SOLID) { pvs = Mod_LeafPVS ( (mleaf_t *)node, sv.worldmodel); for (i=0 ; iplane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_AddToFatPVS (org, node->children[0]); node = node->children[1]; } } } /* ============= SV_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ byte *SV_FatPVS (vec3_t org) { fatbytes = (sv.worldmodel->numleafs+31)>>3; memset (fatpvs, 0, fatbytes); SV_AddToFatPVS (org, sv.worldmodel->nodes); return fatpvs; } //============================================================================= /* ============= SV_WriteEntitiesToClient ============= */ void SV_WriteEntitiesToClient (client_t *client, edict_t *clent, sizebuf_t *msg) { int e, i, clentnum, bits, alpha, glowcolor, glowsize, scale, colormod, modred, modgreen, modblue, dodelta, effects; byte *pvs; vec3_t org, origin, angles; float movelerp, moveilerp; edict_t *ent; eval_t *val; entity_state_t *baseline; // LordHavoc: delta or startup baseline // find the client's PVS VectorAdd (clent->v.origin, clent->v.view_ofs, org); pvs = SV_FatPVS (org); /* if (dpprotocol) { MSG_WriteByte(msg, svc_playerposition); MSG_WriteFloat(msg, org[0]); MSG_WriteFloat(msg, org[1]); MSG_WriteFloat(msg, org[2]); } */ clentnum = EDICT_TO_PROG(clent); // LordHavoc: for comparison purposes // send over all entities (except the client) that touch the pvs ent = NEXT_EDICT(sv.edicts); for (e=1 ; eedict) { if (val->edict != clentnum) continue; // don't show to anyone else else bits |= U_VIEWMODEL; // show relative to the view } else { // LordHavoc: never draw something told not to display to this client if ((val = GETEDICTFIELDVALUE(ent, eval_nodrawtoclient)) && val->edict == clentnum) continue; if ((val = GETEDICTFIELDVALUE(ent, eval_drawonlytoclient)) && val->edict && val->edict != clentnum) continue; // ignore if not touching a PV leaf for (i=0 ; i < ent->num_leafs ; i++) if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) )) break; if (i == ent->num_leafs) continue; // not visible } } // don't send if flagged for NODRAW and there are no effects alpha = 255; scale = 16; glowsize = 0; glowcolor = 254; colormod = 255; effects = ent->v.effects; if ((val = GETEDICTFIELDVALUE(ent, eval_alpha))) if ((alpha = (int) (val->_float * 255.0)) == 0) alpha = 255; if ((val = GETEDICTFIELDVALUE(ent, eval_renderamt)) && val->_float != 0) // HalfLife support alpha = (int) val->_float; if (alpha < 0) alpha = 0; if (alpha > 255) alpha = 255; if ((val = GETEDICTFIELDVALUE(ent, eval_glow_size))) glowsize = (int) val->_float >> 2; if (glowsize > 255) glowsize = 255; if (glowsize < 0) glowsize = 0; if ((val = GETEDICTFIELDVALUE(ent, eval_scale))) if ((scale = (int) (val->_float * 16.0)) == 0) scale = 16; if (scale < 0) scale = 0; if (scale > 255) scale = 255; if ((val = GETEDICTFIELDVALUE(ent, eval_glow_trail))) if (val->_float != 0) bits |= U_GLOWTRAIL; if ((val = GETEDICTFIELDVALUE(ent, eval_glow_color))) if (val->_float != 0) glowcolor = (int) val->_float; if ((val = GETEDICTFIELDVALUE(ent, eval_fullbright))) if (val->_float != 0) effects |= EF_FULLBRIGHT; if ((val = GETEDICTFIELDVALUE(ent, eval_colormod))) if (val->vector[0] != 0 || val->vector[1] != 0 || val->vector[2] != 0) { modred = val->vector[0] * 8.0;if (modred < 0) modred = 0;if (modred > 7) modred = 7; modgreen = val->vector[1] * 8.0;if (modgreen < 0) modgreen = 0;if (modgreen > 7) modgreen = 7; modblue = val->vector[2] * 4.0;if (modblue < 0) modblue = 0;if (modblue > 3) modblue = 3; colormod = (modred << 5) | (modgreen << 2) | modblue; } if (ent != clent) { if (glowsize == 0 && bits == 0) // no effects { if (ent->v.modelindex && pr_strings[ent->v.model]) // model { if (sv.models[ (int)ent->v.modelindex ]->flags == 0 && (ent->v.effects == EF_NODRAW || scale <= 0 || alpha <= 0)) continue; } else // no model and no effects continue; } } if (msg->maxsize - msg->cursize < 32) // LordHavoc: increased check from 16 to 32 { Con_Printf ("packet overflow\n"); return; } // send an update bits = 0; dodelta = FALSE; if ((int)ent->v.effects & EF_DELTA) dodelta = cl.time < client->nextfullupdate[e]; // every half second a full update is forced if (dodelta) { bits |= U_DELTA; baseline = &ent->deltabaseline; } else { client->nextfullupdate[e] = cl.time + 0.5; baseline = &ent->baseline; } if (e >= 256) bits |= U_LONGENTITY; if (ent->v.movetype == MOVETYPE_STEP) bits |= U_STEP; if (ent->v.movetype == MOVETYPE_STEP && ((int) ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) // monsters have smoothed walking/flying/swimming movement { if (!ent->steplerptime || ent->steplerptime > sv.time) // when the level just started... { ent->steplerptime = sv.time; VectorCopy(ent->v.origin, ent->stepoldorigin); VectorCopy(ent->v.angles, ent->stepoldangles); VectorCopy(ent->v.origin, ent->steporigin); VectorCopy(ent->v.angles, ent->stepangles); } VectorSubtract(ent->v.origin, ent->steporigin, origin); VectorSubtract(ent->v.angles, ent->stepangles, angles); if (DotProduct(origin, origin) >= 0.125 || DotProduct(angles, angles) >= 1.4) { // update lerp positions ent->steplerptime = sv.time; VectorCopy(ent->steporigin, ent->stepoldorigin); VectorCopy(ent->stepangles, ent->stepoldangles); VectorCopy(ent->v.origin, ent->steporigin); VectorCopy(ent->v.angles, ent->stepangles); } movelerp = (sv.time - ent->steplerptime) * 10.0; if (movelerp > 1) movelerp = 1; moveilerp = 1 - movelerp; origin[0] = ent->stepoldorigin[0] * moveilerp + ent->steporigin[0] * movelerp; origin[1] = ent->stepoldorigin[1] * moveilerp + ent->steporigin[1] * movelerp; origin[2] = ent->stepoldorigin[2] * moveilerp + ent->steporigin[2] * movelerp; // choose shortest rotate (to avoid 'spin around' situations) VectorSubtract(ent->stepangles, ent->stepoldangles, angles); if (angles[0] < -180) angles[0] += 360;if (angles[0] >= 180) angles[0] -= 360; if (angles[1] < -180) angles[1] += 360;if (angles[1] >= 180) angles[1] -= 360; if (angles[2] < -180) angles[2] += 360;if (angles[2] >= 180) angles[2] -= 360; angles[0] = angles[0] * movelerp + ent->stepoldangles[0]; angles[1] = angles[1] * movelerp + ent->stepoldangles[1]; angles[2] = angles[2] * movelerp + ent->stepoldangles[2]; VectorMA(origin, host_client->latency, ent->v.velocity, origin); } else // copy as they are { // VectorCopy(ent->v.origin, origin); VectorCopy(ent->v.angles, angles); VectorMA(ent->v.origin, host_client->latency, ent->v.velocity, origin); if (ent->v.movetype == MOVETYPE_STEP) // monster, but airborn, update lerp info { // update lerp positions ent->steplerptime = sv.time; VectorCopy(ent->v.origin, ent->stepoldorigin); VectorCopy(ent->v.angles, ent->stepoldangles); VectorCopy(ent->v.origin, ent->steporigin); VectorCopy(ent->v.angles, ent->stepangles); } } // LordHavoc: old stuff, but rewritten to have more exact tolerances if ((int)(origin[0]*8.0) != (int)(baseline->origin[0]*8.0)) bits |= U_ORIGIN1; if ((int)(origin[1]*8.0) != (int)(baseline->origin[1]*8.0)) bits |= U_ORIGIN2; if ((int)(origin[2]*8.0) != (int)(baseline->origin[2]*8.0)) bits |= U_ORIGIN3; if ((int)(angles[0]*(256.0/360.0)) != (int)(baseline->angles[0]*(256.0/360.0))) bits |= U_ANGLE1; if ((int)(angles[1]*(256.0/360.0)) != (int)(baseline->angles[1]*(256.0/360.0))) bits |= U_ANGLE2; if ((int)(angles[2]*(256.0/360.0)) != (int)(baseline->angles[2]*(256.0/360.0))) bits |= U_ANGLE3; if (baseline->colormap != (int) ent->v.colormap) bits |= U_COLORMAP; if (baseline->skin != (int) ent->v.skin) bits |= U_SKIN; if ((baseline->frame & 0x00FF) != ((int) ent->v.frame & 0x00FF)) bits |= U_FRAME; if ((baseline->effects & 0x00FF) != ((int) ent->v.effects & 0x00FF)) bits |= U_EFFECTS; if (baseline->modelindex != (int) ent->v.modelindex) bits |= U_MODEL; // LordHavoc: new stuff if (baseline->alpha != alpha) bits |= U_ALPHA; if (baseline->scale != scale) bits |= U_SCALE; if (((int) baseline->effects & 0xFF00) != ((int) ent->v.effects & 0xFF00)) bits |= U_EFFECTS2; if (baseline->glowsize != glowsize) bits |= U_GLOWSIZE; if (baseline->glowcolor != glowcolor) bits |= U_GLOWCOLOR; if (baseline->colormod != colormod) bits |= U_COLORMOD; if (((int) baseline->frame & 0xFF00) != ((int) ent->v.frame & 0xFF00)) bits |= U_FRAME2; // update delta baseline VectorCopy(ent->v.origin, ent->deltabaseline.origin); VectorCopy(ent->v.angles, ent->deltabaseline.angles); ent->deltabaseline.colormap = ent->v.colormap; ent->deltabaseline.skin = ent->v.skin; ent->deltabaseline.frame = ent->v.frame; ent->deltabaseline.effects = ent->v.effects; ent->deltabaseline.modelindex = ent->v.modelindex; ent->deltabaseline.alpha = alpha; ent->deltabaseline.scale = scale; ent->deltabaseline.glowsize = glowsize; ent->deltabaseline.glowcolor = glowcolor; ent->deltabaseline.colormod = colormod; // write the message if (bits >= 16777216) bits |= U_EXTEND2; if (bits >= 65536) bits |= U_EXTEND1; if (bits >= 256) bits |= U_MOREBITS; bits |= U_SIGNAL; MSG_WriteByte (msg, bits); if (bits & U_MOREBITS) MSG_WriteByte (msg, bits>>8); // LordHavoc: extend bytes have to be written here due to delta compression if (bits & U_EXTEND1) MSG_WriteByte (msg, bits>>16); if (bits & U_EXTEND2) MSG_WriteByte (msg, bits>>24); // LordHavoc: old stuff if (bits & U_LONGENTITY) MSG_WriteShort (msg,e); else MSG_WriteByte (msg,e); if (bits & U_MODEL) MSG_WriteByte (msg, ent->v.modelindex); if (bits & U_FRAME) MSG_WriteByte (msg, ent->v.frame); if (bits & U_COLORMAP) MSG_WriteByte (msg, ent->v.colormap); if (bits & U_SKIN) MSG_WriteByte (msg, ent->v.skin); if (bits & U_EFFECTS) MSG_WriteByte (msg, ent->v.effects); if (bits & U_ORIGIN1) MSG_WriteCoord (msg, origin[0]); if (bits & U_ANGLE1) MSG_WriteAngle(msg, angles[0]); if (bits & U_ORIGIN2) MSG_WriteCoord (msg, origin[1]); if (bits & U_ANGLE2) MSG_WriteAngle(msg, angles[1]); if (bits & U_ORIGIN3) MSG_WriteCoord (msg, origin[2]); if (bits & U_ANGLE3) MSG_WriteAngle(msg, angles[2]); // LordHavoc: new stuff if (bits & U_ALPHA) MSG_WriteByte(msg, alpha); if (bits & U_SCALE) MSG_WriteByte(msg, scale); if (bits & U_EFFECTS2) MSG_WriteByte(msg, (int)ent->v.effects >> 8); if (bits & U_GLOWSIZE) MSG_WriteByte(msg, glowsize); if (bits & U_GLOWCOLOR) MSG_WriteByte(msg, glowcolor); if (bits & U_COLORMOD) MSG_WriteByte(msg, colormod); if (bits & U_FRAME2) MSG_WriteByte(msg, (int)ent->v.frame >> 8); } } /* ============= SV_CleanupEnts ============= */ void SV_CleanupEnts (void) { int e; edict_t *ent; ent = NEXT_EDICT(sv.edicts); for (e=1 ; ev.effects = (int)ent->v.effects & ~EF_MUZZLEFLASH; } } /* ================== SV_WriteClientdataToMessage ================== */ void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg) { int bits; int i; edict_t *other; int items; eval_t *val; // // send a damage message // if (ent->v.dmg_take || ent->v.dmg_save) { other = PROG_TO_EDICT(ent->v.dmg_inflictor); MSG_WriteByte (msg, svc_damage); MSG_WriteByte (msg, ent->v.dmg_save); MSG_WriteByte (msg, ent->v.dmg_take); for (i=0 ; i<3 ; i++) MSG_WriteCoord (msg, other->v.origin[i] + 0.5*(other->v.mins[i] + other->v.maxs[i])); ent->v.dmg_take = 0; ent->v.dmg_save = 0; } // // send the current viewpos offset from the view entity // SV_SetIdealPitch (); // how much to look up / down ideally // a fixangle might get lost in a dropped packet. Oh well. if ( ent->v.fixangle ) { MSG_WriteByte (msg, svc_setangle); for (i=0 ; i < 3 ; i++) MSG_WriteAngle (msg, ent->v.angles[i] ); ent->v.fixangle = 0; } bits = 0; if (ent->v.view_ofs[2] != DEFAULT_VIEWHEIGHT) bits |= SU_VIEWHEIGHT; if (ent->v.idealpitch) bits |= SU_IDEALPITCH; // stuff the sigil bits into the high bits of items for sbar, or else // mix in items2 val = GETEDICTFIELDVALUE(ent, eval_items2); if (val) items = (int)ent->v.items | ((int)val->_float << 23); else items = (int)ent->v.items | ((int)pr_global_struct->serverflags << 28); bits |= SU_ITEMS; if ( (int)ent->v.flags & FL_ONGROUND) bits |= SU_ONGROUND; if ( ent->v.waterlevel >= 2) bits |= SU_INWATER; for (i=0 ; i<3 ; i++) { if (ent->v.punchangle[i]) bits |= (SU_PUNCH1<v.velocity[i]) bits |= (SU_VELOCITY1<v.weaponframe) bits |= SU_WEAPONFRAME; if (ent->v.armorvalue) bits |= SU_ARMOR; // if (ent->v.weapon) bits |= SU_WEAPON; // send the data MSG_WriteByte (msg, svc_clientdata); MSG_WriteShort (msg, bits); if (bits & SU_VIEWHEIGHT) MSG_WriteChar (msg, ent->v.view_ofs[2]); if (bits & SU_IDEALPITCH) MSG_WriteChar (msg, ent->v.idealpitch); for (i=0 ; i<3 ; i++) { if (bits & (SU_PUNCH1<v.punchangle[i]); if (bits & (SU_VELOCITY1<v.velocity[i]/16); } // [always sent] if (bits & SU_ITEMS) MSG_WriteLong (msg, items); if (bits & SU_WEAPONFRAME) MSG_WriteByte (msg, ent->v.weaponframe); if (bits & SU_ARMOR) MSG_WriteByte (msg, ent->v.armorvalue); if (bits & SU_WEAPON) MSG_WriteByte (msg, SV_ModelIndex(pr_strings+ent->v.weaponmodel)); MSG_WriteShort (msg, ent->v.health); MSG_WriteByte (msg, ent->v.currentammo); MSG_WriteByte (msg, ent->v.ammo_shells); MSG_WriteByte (msg, ent->v.ammo_nails); MSG_WriteByte (msg, ent->v.ammo_rockets); MSG_WriteByte (msg, ent->v.ammo_cells); if (standard_quake) { MSG_WriteByte (msg, ent->v.weapon); } else { for(i=0;i<32;i++) { if ( ((int)ent->v.weapon) & (1<edict, &msg); SV_WriteEntitiesToClient (client, client->edict, &msg); // copy the server datagram if there is space if (msg.cursize + sv.datagram.cursize < msg.maxsize) SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize); // send the datagram if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) { SV_DropClient (true);// if the message couldn't send, kick off return false; } return true; } /* ======================= SV_UpdateToReliableMessages ======================= */ void SV_UpdateToReliableMessages (void) { int i, j; client_t *client; // check for changes to be sent over the reliable streams for (i=0, host_client = svs.clients ; iold_frags != host_client->edict->v.frags) { for (j=0, client = svs.clients ; jactive) continue; MSG_WriteByte (&client->message, svc_updatefrags); MSG_WriteByte (&client->message, i); MSG_WriteShort (&client->message, host_client->edict->v.frags); } host_client->old_frags = host_client->edict->v.frags; } } for (j=0, client = svs.clients ; jactive) continue; SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize); } SZ_Clear (&sv.reliable_datagram); } /* ======================= SV_SendNop Send a nop message without trashing or sending the accumulated client message buffer ======================= */ void SV_SendNop (client_t *client) { sizebuf_t msg; byte buf[4]; msg.data = buf; msg.maxsize = sizeof(buf); msg.cursize = 0; MSG_WriteChar (&msg, svc_nop); if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) SV_DropClient (true); // if the message couldn't send, kick off client->last_message = realtime; } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages (void) { int i; // update frags, names, etc SV_UpdateToReliableMessages (); // build individual updates for (i=0, host_client = svs.clients ; iactive) continue; if (host_client->spawned) { if (!SV_SendClientDatagram (host_client)) continue; } else { // the player isn't totally in the game yet // send small keepalive messages if too much time has passed // send a full message when the next signon stage has been requested // some other message data (name changes, etc) may accumulate // between signon stages if (!host_client->sendsignon) { if (realtime - host_client->last_message > 5) SV_SendNop (host_client); continue; // don't send out non-signon messages } } // check for an overflowed message. Should only happen // on a very fucked up connection that backs up a lot, then // changes level if (host_client->message.overflowed) { SV_DropClient (true); host_client->message.overflowed = false; continue; } if (host_client->message.cursize || host_client->dropasap) { if (!NET_CanSendMessage (host_client->netconnection)) { // I_Printf ("can't write\n"); continue; } if (host_client->dropasap) SV_DropClient (false); // went to another level else { if (NET_SendMessage (host_client->netconnection, &host_client->message) == -1) SV_DropClient (true); // if the message couldn't send, kick off SZ_Clear (&host_client->message); host_client->last_message = realtime; host_client->sendsignon = false; } } } // clear muzzle flashes SV_CleanupEnts (); } /* ============================================================================== SERVER SPAWNING ============================================================================== */ /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i=0 ; ifree) continue; if (entnum > svs.maxclients && !svent->v.modelindex) continue; // // create entity baseline // VectorCopy (svent->v.origin, svent->baseline.origin); VectorCopy (svent->v.angles, svent->baseline.angles); svent->baseline.frame = svent->v.frame; svent->baseline.skin = svent->v.skin; if (entnum > 0 && entnum <= svs.maxclients) { svent->baseline.colormap = entnum; svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl"); } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex(pr_strings + svent->v.model); } svent->baseline.alpha = 255; svent->baseline.scale = 16; svent->baseline.glowsize = 0; svent->baseline.glowcolor = 254; svent->baseline.colormod = 255; // // add to the message // MSG_WriteByte (&sv.signon,svc_spawnbaseline); MSG_WriteShort (&sv.signon,entnum); MSG_WriteByte (&sv.signon, svent->baseline.modelindex); MSG_WriteByte (&sv.signon, svent->baseline.frame); MSG_WriteByte (&sv.signon, svent->baseline.colormap); MSG_WriteByte (&sv.signon, svent->baseline.skin); for (i=0 ; i<3 ; i++) { MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]); MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]); } } } /* ================ SV_SendReconnect Tell all the clients that the server is changing levels ================ */ void SV_SendReconnect (void) { char data[128]; sizebuf_t msg; msg.data = data; msg.cursize = 0; msg.maxsize = sizeof(data); MSG_WriteChar (&msg, svc_stufftext); MSG_WriteString (&msg, "reconnect\n"); NET_SendToAll (&msg, 5); if (cls.state != ca_dedicated) Cmd_ExecuteString ("reconnect\n", src_command); } /* ================ SV_SaveSpawnparms Grabs the current state of each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; svs.serverflags = pr_global_struct->serverflags; for (i=0, host_client = svs.clients ; iactive) continue; // call the progs to get default spawn parms for the new client pr_global_struct->self = EDICT_TO_PROG(host_client->edict); PR_ExecuteProgram (pr_global_struct->SetChangeParms, "QC function SetChangeParms is missing"); for (j=0 ; jspawn_parms[j] = (&pr_global_struct->parm1)[j]; } } qboolean isworldmodel; /* ================ SV_SpawnServer This is called at the start of each level ================ */ extern float scr_centertime_off; void SV_SpawnServer (char *server) { edict_t *ent; int i; // let's not have any servers with no name if (hostname.string[0] == 0) Cvar_Set ("hostname", "UNNAMED"); scr_centertime_off = 0; Con_DPrintf ("SpawnServer: %s\n",server); svs.changelevel_issued = false; // now safe to issue another // // tell all connected clients that we are going to a new level // if (sv.active) { SV_SendReconnect (); } // // make cvars consistant // if (coop.value) Cvar_SetValue ("deathmatch", 0); current_skill = (int)(skill.value + 0.5); if (current_skill < 0) current_skill = 0; if (current_skill > 3) current_skill = 3; Cvar_SetValue ("skill", (float)current_skill); // // set up the new server // Host_ClearMemory (); memset (&sv, 0, sizeof(sv)); strcpy (sv.name, server); // load progs to get entity field count PR_LoadProgs (); // allocate server memory sv.max_edicts = MAX_EDICTS; sv.edicts = Hunk_AllocName (sv.max_edicts*pr_edict_size, "edicts"); sv.datagram.maxsize = sizeof(sv.datagram_buf); sv.datagram.cursize = 0; sv.datagram.data = sv.datagram_buf; sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf); sv.reliable_datagram.cursize = 0; sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.signon.maxsize = sizeof(sv.signon_buf); sv.signon.cursize = 0; sv.signon.data = sv.signon_buf; // leave slots at start for clients only sv.num_edicts = svs.maxclients+1; for (i=0 ; inumsubmodels ; i++) { sv.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], false); } // // load the rest of the entities // ent = EDICT_NUM(0); memset (&ent->v, 0, progs->entityfields * 4); ent->free = false; ent->v.model = sv.worldmodel->name - pr_strings; ent->v.modelindex = 1; // world model ent->v.solid = SOLID_BSP; ent->v.movetype = MOVETYPE_PUSH; ent->v.angles[0] = ent->v.angles[1] = ent->v.angles[2] = 0; if (coop.value) pr_global_struct->coop = coop.value; else pr_global_struct->deathmatch = deathmatch.value; pr_global_struct->mapname = sv.name - pr_strings; // serverflags are for cross level information (sigils) pr_global_struct->serverflags = svs.serverflags; ED_LoadFromFile (sv.worldmodel->entities); // LordHavoc: clear world angles (to fix e3m3.bsp) sv.edicts->v.angles[0] = sv.edicts->v.angles[1] = sv.edicts->v.angles[2] = 0; sv.active = true; // all setup is completed, any further precache statements are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = 0.1; SV_Physics (); SV_Physics (); // create a baseline for more efficient communications SV_CreateBaseline (); // send serverinfo to all connected clients for (i=0,host_client = svs.clients ; iactive) SV_SendServerinfo (host_client); Con_DPrintf ("Server spawned.\n"); }